+2 | Strength |
+0 | Dexterity |
+4 | Constitution |
-1 | Intelligence |
+2 | Wisdom |
+2 | Charisma |
+4 | Acrobatics |
+6 | Animal Handling |
+3 | Arcana |
+6 | Athletics |
+6 | Deception |
+3 | History |
+6 | Insight |
+6 | Intimidation |
+3 | Investigation |
+4 | Medicine |
+3 | Nature |
+6 | Perception |
+6 | Performance |
+6 | Persuasion |
+3 | Religion |
+4 | Sleight of Hands |
+4 | Stealth |
+6 | Survival |
Unarmed | 1d20+6 | 1d6+1 | |||
---|---|---|---|---|---|
Mace | 1d20+6 | 1d6+1 | |||
Javelin | 1d20+6 | 1d6+1 | |||
shield | 1d4 | ||||
Marduk Axe | 1d12+1 | 2d8+1 | 3d6+1 | 3d8+1 | 5d8+1 |
per 1 ft : 6s, 12s, 1m, 5m, 2h. |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Common
5 gpProficiency with a Mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 | None |
Cost: 5 gp
Weight: 4 lbs
Armor (Shield)
Common
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Shield | 2 | No |
Cost: 10gp
Weight: 6lbs
Weapon
Common
Thrown-rangeProficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 | Piercing | 30/120 ft |
Cost: 5 sp
Weight: 2 lbs
Adventuring Gear
Common
Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.
Cost: 19gp
Weight: 24lbs
Dungeon Master's Guide
Wondrous Item
Rare Requires Attunement
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
The statblocks of your class features
Level | Cantrips Known | Spells Known | Spell Slots | Spell Level |
---|---|---|---|---|
3 | 2 | 3 | 2 | 1 |
4 | 2 | 4 | 2 | 1 |
5 | 2 | 4 | 2 | 1 |
6 | 2 | 4 | 3 | 2 |
7 | 2 | 5 | 3 | 2 |
8 | 2 | 6 | 3 | 2 |
9 | 2 | 6 | 3 | 2 |
10 | 3 | 7 | 4 | 3 |
11 | 3 | 8 | 4 | 3 |
12 | 3 | 8 | 4 | 3 |
13 | 3 | 9 | 4 | 3 |
14 | 3 | 10 | 4 | 3 |
15 | 3 | 10 | 4 | 3 |
16 | 3 | 11 | 4 | 4 |
17 | 3 | 11 | 4 | 4 |
18 | 3 | 11 | 4 | 4 |
19 | 3 | 12 | 4 | 4 |
20 | 3 | 13 | 4 | 4 |
Level | Proficiency Bonus | Focus Points | Features |
---|---|---|---|
1 | +2 | ─ | Fighting Style, Skilled Attacker |
2 | +2 | 2 | Focus, Honorable Duel |
3 | +2 | 3 | Samurai Path Feature |
4 | +2 | 4 | Ability Score Improvement |
5 | +3 | 5 | Extra Attack |
6 | +3 | 6 | Know Thy Enemy |
7 | +3 | 7 | Samurai Path Feature |
8 | +3 | 8 | Ability Score Improvement |
9 | +4 | 9 | Mental Focus |
10 | +4 | 10 | Ability Score Improvement |
11 | +4 | 11 | Unshakeable |
12 | +4 | 12 | Samurai Path Feature |
13 | +5 | 13 | Extra Attack (2) |
14 | +5 | 14 | Ability Score Improvement |
15 | +5 | 15 | Path Of The Sword |
16 | +5 | 16 | Ability Score Improvement |
17 | +6 | 17 | Samurai Path Feature |
18 | +6 | 18 | Enemy Sense |
19 | +6 | 19 | Ability Score Improvement |
20 | +6 | 20 | Mental Clarity |
Bastion Level | Spells |
---|---|
3rd | False Life |
5th | Misty Step |
9th | Haste |
13th | Death Ward |
17th | Steel Wind Strike |
Bastion Level | Spells |
---|---|
3rd | Ensnaring Strike |
5th | Warding Wind |
9th | Call Lightning |
13th | Stoneskin |
17th | Commune with Nature |
Bastion Level | Spell |
---|---|
3rd | Catapult |
5th | *Remote Mark |
9th | Conjure Barrage |
13th | Otiluke's Resilient Sphere |
17th | Conjure Volley |
Bastion Level | Spells |
---|---|
3rd | Cure Wounds |
5th | Calm Emotions |
9th | Beacon of Hope |
13th | Aura of Life |
17th | Mass of Cure Wounds |
Level | Proficiency Bonus | Features | Aegis Radius | Aether Art Damage | 1st Level Spell slot | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1 | +2 | Touch of Aether, Vanguard's Rush | - | - | - | - | - | - | - |
2 | +2 | Aegis, Spellcasting, Aether Art (3 uses) | 10 | 1d6 | 2 | - | - | - | - |
3 | +2 | Spirit Union | 10 | 1d6 | 3 | - | - | - | - |
4 | +2 | Ability Score Improvement | 10 | 1d6 | 3 | - | - | - | - |
5 | +3 | Aegis of Assault | 15 | 2d6 | 4 | 2 | - | - | - |
6 | +3 | Aegis of Renewal, Fortify Aura | 15 | 2d6 | 4 | 2 | - | - | - |
7 | +3 | Spirit Union Feature, Aether Art (4 uses) | 15 | 2d6 | 4 | 3 | - | - | - |
8 | +3 | Ability Score Improvement | 15 | 2d6 | 4 | 3 | - | - | - |
9 | +4 | - | 20 | 3d6 | 4 | 3 | 2 | - | - |
10 | +4 | Spirit Union Feature | 20 | 3d6 | 4 | 3 | 2 | - | - |
11 | +4 | Extra Reaction, Aether Uses (5 uses) | 20 | 3d6 | 4 | 3 | 3 | - | - |
12 | +4 | Ability Score Improvement | 20 | 3d6 | 4 | 3 | 3 | - | - |
13 | +5 | - | 25 | 4d6 | 4 | 3 | 3 | 1 | - |
14 | +5 | Bond of Aether | 25 | 4d6 | 4 | 3 | 3 | 1 | - |
15 | +5 | Spirit Recovery, Aether Art (6 Uses) | 25 | 4d6 | 4 | 3 | 3 | 2 | - |
16 | +5 | Ability Score Improvement | 25 | 4d6 | 4 | 3 | 3 | 2 | - |
17 | +6 | - | 30 | 4d6 | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Aura Sense | 30 | 4d6 | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Ability Score Improvement | 30 | 4d6 | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Spirit Union Feature | 60 | 4d6 | 4 | 3 | 3 | 3 | 2 |
The warrior gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution. In addition, the warrior gains proficiency in one skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. The warrior gains proficiency with light and medium armour, and if it is a humanoid it gains proficiency with shields and all simple and martial weapons.
Each warrior focuses on offense or defense in their training. Choose one of the following options: Attacker. The sidekick gains a +2 bonus to all attack rolls. Defender. The warrior can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior, provided the warrior can see the attacker.
The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.
The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
The warrior increases one ability score of your choice by 2, or the warrior increases two ability scores of your choice by 1. The warrior can’t increase an ability score above 20 using this feature.
Level | Prof Bonus | Abilities |
---|---|---|
1 | +1 | Bonus Proficiencies, Martial Role |
2 | +1 | Second Wind (1 use) |
3 | +1 | Improved Critical |
4 | +1 | Ability Score Improvement |
5 | +2 | Free Multiclass |
Paladin Level | Spells |
---|---|
3rd | Armour of Agathys, Command |
5th | Hold person, Spiritual Weapon |
9th | Bestow Curse, Fear |
13th | Dominate Beast, Stone Skin |
17th | Cloud Kill, Dominate Person |
Level | Prof | Features | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|
1 | +2 | Divine Sense, Lay on Hands | - | - | - | - | - |
2 | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
3 | +2 | Divine Health, Sacred Oath | 3 | - | - | - | - |
4 | +2 | Ability Score Improvement | 3 | - | - | - | - |
5 | +3 | Extra Attack | 4 | 2 | - | - | - |
6 | +3 | Aura of Protection | 4 | 2 | - | - | - |
7 | +3 | Sacre Oath Feature | 4 | 3 | - | - | - |
8 | +3 | Ability Score Improvement | 4 | 3 | - | - | - |
9 | +4 | - | 4 | 3 | 2 | - | - |
10 | +4 | Aura of Courage | 4 | 3 | 2 | - | - |
11 | +4 | Improved Divine Smite | 4 | 3 | 3 | - | - |
12 | +4 | Ability Score Improvement | 4 | 3 | 3 | - | - |
13 | +5 | - | 4 | 3 | 3 | 1 | - |
14 | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | - |
15 | +5 | Sacred Oath Feature | 4 | 3 | 3 | 2 | - |
16 | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | - |
17 | +6 | - | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Aura Improvements | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Ability Score Improvements | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Sacred Oath Feature | 4 | 3 | 3 | 3 | 2 |
Level | Proficiency | Features | Stoic Points |
1 | +2 | Sentinel Weapon | - |
2 | +2 | Stoicism | 1 |
3 | +2 | Counter, Sentinel Archetype | 2 |
4 | +2 | Ability Score Increase/Feat | 2 |
5 | +3 | Extra Attack (1) | 3 |
6 | +3 | Sentinel Archetype Skill | 3 |
7 | +3 | Damage Dice Improvement | 3 |
8 | +3 | Ability Score Increase/Feat | 4 |
9 | +4 | Peerless Will (1) | 4 |
10 | +4 | - | 4 |
11 | +4 | Sentinel Archetype Skill, Extra Attack (2) | 4 |
12 | +4 | Ability Score Increase/Feat | 5 |
13 | +4 | Peerless Will (2) | 5 |
14 | +5 | Sentinel Archetype Skill | 5 |
15 | +5 | Tool Expertise | 5 |
16 | +6 | - | 5 |
17 | +6 | Magical Wall | 6 |
18 | +6 | - | 6 |
19 | +6 | - | 6 |
20 | +6 | Master Defender | 6 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Paladin Level 1
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Vou know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Paladin Level 1
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
PHB: P. 282
1-level Evocation
PHB: P. 275
1-level Abjuration
PHB pg. 224
1-level Enchantment
PHB: P. 270
1-level Abjuration
PHB: P. 272
1-level Abjuration
PHB: P. 255
2-level Abjuration
PHB: P. 289
2-level Enchantment
Paladin Level 10
Starting at 10th level you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Statblocks for your Trinkets, businesses, building, castles, empires.